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D&D Theater Visits...Brotherhood of the Wolf

 

I liked this movie a lot. I can see where it might not work for everyone—it’s got some weird scenes, and the story structure is a bit off-kilter for an American audience—but I just ate it up with a spoon. From the great cinematography to the impressive scenery to the killer fight scenes, this seemed a movie simply made for a gamer audience. There were three elements in this movie that seemed to cry out for game interpretation. (NOTE: If you still intend to see this movie, don’t read the third part of this column—it really gives away a big secret of the film.)

 

The first was a weapon wielded by the villain. Basically, it was a bastard sword that looked like a set of fused, sharpened vertebrae. But periodically, the “vertebrae” separated, revealing that they were linked by a thin chain or cable. The weapon could thus elongate and function similar to a chain or whip, striking foes at a distance. In game terms, the weapon essentially combines the elements of a bastard sword and a spiked chain. As a free action, the wielder can switch between the two forms, but only once per turn and only on his turn (so you can’t switch to chain form in order to gain an opportunity attack while someone passes by you at a 10-ft. range, for instance).

 

If you really wanted to soup this up for your game, consider slapping keen or unholy onto it. I sure wouldn’t want to run into a blackguard wielding one of these in a dark alley.

 

Bone-Chain Sword: Medium-size Exotic Melee Weapon; Cost 100 gp; Damage 1d10 (crit 19-20) or 2d4 (crit 20); Weight 10 lbs.; Slashing.

 

The second cool concept is one we’ve all seen before: the martial artist dodging incoming attacks, only to have those attacks injure other, nearby opponents. You know the drill—goon #1 swings his sword at hero, hero ducks and the attack instead hits goon #2 standing behind him. I see it as a great way to take care of the henchlings you’re obligated to fight before reaching the main villain. What better way to solve the problem than by letting them take care of it for you?

 

Redirect Attack (General Feat)

You can redirect attacks toward adjacent enemies.

    Prerequisites: Dex 15+, Dodge

    Benefits: Once per round, when you are missed by an attacker in melee designated as your Dodge target, you can redirect the attack to any other character adjacent to you and within the reach of the attacker. The attacker must roll a new attack roll.

 

The third great concept is the armor worn by the Beast (in game terms, I’d call the Beast a lion or even a dire lion, possibly with greater than normal HD). Basically, this was similar to spiked armor, but fitted for a Large quadrupedal animal. What’s more, it pretty clearly didn’t interfere significantly with the Beast’s mobility or agility. Beast armor is a combination of wood, metal, and wicker, masterfully crafted to function almost as a part of the wearer. It’s fitted with metal claws, which grant the creature two claw attacks that inflict 1d6 damage apiece (or, if the creature already has claw attacks, it increases the damage by one die step). Beast armor is considered spiked, so it does an extra 1d6 points of damage in a grapple.

 

Beast Armor: Light Armor; Cost 1,000 gp (includes masterwork component); Armor Bonus +4, Maximum Dex Bonus +4, Armor Check Penalty -1; Arcane Spell Failure 20%; Speed full normal; Weight 50 lbs.

 

 

This page includes Open Gaming Content.

All material copyright Andy Collins 2001-2007.